Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Editing memory in SCMDraft
Editing memory in SCMDraft
Jan 26 2010, 5:41 pm
By: ShadowDancer  

Jan 26 2010, 5:41 pm ShadowDancer Post #1



Is here possible to edit target memory unit(ex. deatchs of unit 245) in SCMDraft? I downloaded http://www.staredit.net/topic/9519/#201370, but i found nothing.



None.

Jan 26 2010, 5:47 pm ImagoDeo Post #2



Quote from ShadowDancer
Is here possible to edit target memory unit(ex. deatchs of unit 245) in SCMDraft? I downloaded http://www.staredit.net/topic/9519/#201370, but i found nothing.

Modifying extended unit deaths (and therefore modifying SC's memory) was disabled back around patch 1.13, I think. It wouldn't have been terribly difficult to plant viruses in someone's computer that way - memory modification is dangerous.

Even though you could change unit weapons, give units spells they didn't have before, etc...



None.

Jan 26 2010, 6:16 pm ShadowDancer Post #3



Bah, by "memory modification" i mean example changing kill count, getting keysates etc.etc.



None.

Jan 26 2010, 6:35 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

That would be AWFULLY nice, now wouldn't it? You could make kills to cash perfect without anything fancy. If you understand the concept enough, you can use starforge to make the triggers by editing the conditions.lst and actions.lst files to input numbers (ie... unit number rather than unit unit). If you roll back to 1.13, they will work fine.

EUD conditions still work. EUD actions do nothing. The best you can do is display a leaderboard of kills of an extended unit, to display 75% of the adresses after kills in game.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jan 26 2010, 6:53 pm ShadowDancer Post #5



So example i can detect hp of target units, but cant substract number of kills?



None.

Jan 26 2010, 7:28 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

yep.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 1 2010, 8:15 pm ShadowDancer Post #7



I have one more question about EUD keys. How to detect if key is not pressed? Actually in my map I placed detach-timer cooldown for all keys, but I think better will be switch (press key = set, all released = clear). Somebody discovered what is key value when released?



None.

Feb 1 2010, 9:16 pm Biophysicist Post #8



Set a switch at the beginning of every trigger cycle. If the key is pressed, clear the switch. Then, if the switch is set, the key is not pressed.



None.

Feb 1 2010, 10:23 pm ShadowDancer Post #9



Ya, i want it, but with relasing switch if here is no keys. I'm using hypper triggers, so i must detect if here is no key pressed.



None.

Feb 1 2010, 11:47 pm CecilSunkure Post #10



Quote from ShadowDancer
Ya, i want it, but with relasing switch if here is no keys. I'm using hypper triggers, so i must detect if here is no key pressed.
Yeah, you release the switch right before you run the condition with the keypress detection. Then, have any triggers that need to know whether or not that key is being pressed be after the trigger detecting keypresses.



None.

Feb 2 2010, 6:11 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

Detect if the number is 0 (instead of 256, 1, or whatever the number you're using). If you want to be technical about it, detect if it is NOT 256, by detecting if it's less than 255 or greater than 257. Exactly 0 works just fine though and only can mess up in the slightest of circumstances.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 2 2010, 9:10 am ShadowDancer Post #12



Quote from CecilSunkure
Yeah, you release the switch right before you run the condition with the keypress detection. Then, have any triggers that need to know whether or not that key is being pressed be after the trigger detecting keypresses.

But key need cooldown or it will activate action again. Have you ever used EUD keys?



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Feb 2 2010, 5:40 pm CecilSunkure Post #13



Quote from ShadowDancer
Quote from CecilSunkure
Yeah, you release the switch right before you run the condition with the keypress detection. Then, have any triggers that need to know whether or not that key is being pressed be after the trigger detecting keypresses.

But key need cooldown or it will activate action again. Have you ever used EUD keys?
Uhm, the keypress condition will not be filled whenever the keystroke it is detecting isn't being pressed. This means that the trigger firing that sets the switch, will not set the switch if the key it is detecting isn't being pressed. If you, in the trigger list, release the switch right before the keypress detecting trigger, you will release the switch right before the keypress detection trigger. Make sure that these two triggers are above anything, in the trigger list, that will require knowing whether or not that key is being pressed.

So look at it this way. Here is your trigger list:

Trigger List

Now, any trigger that is below trigger 1 and 2 that requires switch 1 to be set (and by extension that certain key to be currently being pressed), will only fire when that key is being pressed. This is as accurate in increments of time as your triggers cycle, which is almost 12 times per second if you have hyper triggers.

Post has been edited 1 time(s), last time on Feb 3 2010, 5:25 pm by CecilSunkure.



None.

Feb 3 2010, 12:52 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

So I press and hold down x for 6 frames, or 3 trigger runs.
Collapsable Box


If I wanted to do something when I pressed x, just once, I'd be in trouble, since that thing just happened 3 times.

You have to detect when the player is NOT pressing the key to clear the switch. If you clear it every trigger run, it will constantly run, rather than run once. Keypress detection is also very slow.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 3 2010, 5:27 pm CecilSunkure Post #15



Yeah, I forgot about that Rockz. The second EUD condition in Morph's map, per letter, is detecting when it isn't pressed. I understand the confusion now, sorry about that.

Post has been edited 1 time(s), last time on Feb 3 2010, 5:29 pm by CecilSunkure. Reason: Typo.



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Feb 3 2010, 10:57 pm rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

No, the second EUD is identical to the first EUD, which is disabled. Keep in mind each DC sees 4 keypresses, so you only need 1 for every 4.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 4 2010, 12:57 am CecilSunkure Post #17



Quote from rockz
No, the second EUD is identical to the first EUD, which is disabled. Keep in mind each DC sees 4 keypresses, so you only need 1 for every 4.
Oh dang, I thought I read somewhere that that is why there were two in that map. Were they just patched at some time, so new ones were needed? Or wait, why are there two identical ones with one disabled?



None.

Feb 4 2010, 2:31 am rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

Extended player deaths vs extended unit deaths. EPDs are the new EUD, due to the memory condition, and the ability to input negative player deaths. Player 20 deaths of terran marine is the same address as player 8 deaths of terran ghost, if I did the math in my head right.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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